#version 400 core
layout(vertices = 3) out;

uniform float tc_outer0;

 in VS_OUT
 {
     vec4 color;
     vec3 normal;
 } tc_in[];

 out TC_OUT
 {
     vec4 color;
     vec3 normal;
 } tc_out[];

void main(){	
    gl_TessLevelInner[0] = 1.0;
    gl_TessLevelOuter[0] = tc_outer0;
    gl_TessLevelOuter[1] = 1.0;
    gl_TessLevelOuter[2] = 1.0;

    gl_out[gl_InvocationID].gl_Position	= gl_in[gl_InvocationID].gl_Position;

	tc_out[gl_InvocationID].color = tc_in[gl_InvocationID].color;
	tc_out[gl_InvocationID].normal = tc_in[gl_InvocationID].normal;
}



